HOW TO USE THIS GUIDE

HOW TO USE THIS GUIDE
The guide’s challenges take about an hour, use readily available materials, give
kids many ways to succeed, and are aligned with national science and technology
standards. You can use them in a:
• one-time session—like a workshop or event. Every challenge can be done as
a stand-alone experience.
• series of sessions—like an invention club or an afterschool science or
engineering program. Want to start an invention club? See page 7.
TO GET STARTED
• Read the leader notes. Found at the beginning of each challenge, they’ll help
you understand how to prepare for and run a session.
• Try the activity yourself. A practice run will help you figure out the best way to
introduce the activity and anticipate potential problems your kids may run into.
• Print the challenge sheet. This handout for kids—a cartoon strip featuring
Design Squad host Nate Ball—presents the problem to solve. It also provides
the context for the challenge, questions to help kids brainstorm design ideas,
and tips for building and troubleshooting.
Invention appeals to anyone
who loves using his or her
ingenuity to problem solve
and make a difference in
the world.
• Decorate the room. Set the stage for creative thinking, and get kids excited
about invention. Post the tear-out invention posters found in the appendix.
Also, Invention Resources (page 42) lists Web sites that feature wacky
inventions, inspiring quotes about invention, and interesting profiles of
inventors. Visit the Web sites, find items that you like, print them out,
and post them around the room.
Leader notes page
Kids’ activity handout
2
TO LEAD A CHALLENGE
Never led an invention activity? Don’t worry! The leader notes give you all you need
to facilitate a session. The leader notes are divided into the following sections:
• The invention challenge—Presents the goal for the session and the steps
involved in running the challenge. Each challenge is designed to help kids
(who work in groups of two or three) understand that inventors look for ways
to improve people’s lives.
• Prepare ahead of time—Lists things to do to get ready for the activity.
• Warm-up activity—Gives kids an opportunity to practice a particular inventive
thinking skill (e.g., improvisation, flexibility, and visualization) that they’ll use
more extensively as they tackle the session’s challenge.
If a design doesn’t work as
planned, encourage kids to
try again. Setbacks often
lead to design improvements
and success.
• Introduce the challenge—Provides an attention-grabbing story for you to read
aloud. The story gives kids a real-world context for the challenge’s problem as
well as a sense of relevance, purpose, and meaning for their own inventing.
• Brainstorm design ideas—Helps kids think about different ways to meet
a challenge.
• Build, test, and redesign—Lists issues that might surface during a challenge
and suggests strategies to use with kids who face these issues.
• Discuss what happened—Provides questions (and answers) that review the
activity’s key science and engineering concepts, helping kids reflect on the
design process and how the challenge relates to invention.
• Tinker some more—Presents extension activities that reinforce and expand the
experiences kids have had in a challenge.
TIPS FOR FACILITATING OPEN-ENDED CHALLENGES
• There are multiple ways to successfully tackle a challenge. One solution can
be just as good as another. Help kids see that the challenges are not
competitions. Instead, they’re opportunities to unleash an individual’s ingenuity
and creativity.
• When kids feel stuck, have them describe why they think they got the results
they did. Ask questions rather than telling them what to do. For example, ask:
“Why do you think this is happening?” or “What would happen if…?” or “What
is another thing you could try?”
• When something’s not going as desired, encourage kids to try again. Have them
compare their design to other kids’ designs. Remind them that problems are
opportunities for learning and for using creative thinking.
• Have kids come up with several ways to solve a problem before they move
ahead with an idea.
3
TALKING WITH KIDS ABOUT
WHO, ME? AN INVENTOR?
INVENTIONS BY KIDS
Even people with very little
training can be inventors
• Earmuffs (Chester
Greenwood, age 15)
• Makin’ Bacon—a quick,
healthy way to cook
bacon (Abigail Fleck, age 8)
• Popsicles (Frank
Epperson, age 11)
• Fantasy baseball game
with trading cards
(Dustin Satloff, age 10)
• Sifting shovel for
separating soil from
leaves (Kaileigh Kirton,
age 11)
• Helmet for sailors
(Palmer Rampell, age 15)
• The cathode ray (TV)
tube (Philo Farnsworth,
age 14)
• Glow-in-the-dark writing
pad (Rebecca Schroeder,
age 10)
• Braille alphabet for the
blind (Louis Braille,
age 12)
• Crayon holder for broken
crayons (Cassidy
Goldstein, age 11)
Yes! People from every corner of the world, of different ages, with different levels
of education invent by identifying problems, pursuing ideas, and developing new
solutions. The key to inventing is identifying a need and devising an original
solution.
Maybe a better question is, “Is there anyone who isn’t an inventor?” Let kids
know that everyone has the capacity for invention. We all solve problems through
inventive thinking, whether it’s figuring out a way to prop open a window, stay dry in
a rainstorm, or build a playhouse from scrap materials. Creative problem solving,
improvisation, flexibility, and tinkering drive the inventive spirit.
WHAT’S AN INVENTION?
Let kids know that an invention is a useful creation that didn’t exist before.
Round out their understanding of invention by sharing the characteristics below.
• An invention usually fills a need or solves a problem.
• Inventions often make the world a better place.
• Inventions can be things (e.g., a cell phone or backpack) as well as ideas (e.g.,
a new method for tying a knot, or a story).
• An invention often makes something better (e.g., faster, stronger, cheaper,
easier, safer or more efficient, attractive, useful, accurate, fun, or productive).
But as long as it’s a new way to do something, it’s still invention even if it isn’t
necessarily better than what existed before.
WHY INVENT?
Inventing is a process. It starts with a need and ends up with something new—the
actual invention.
• To solve problems: Inventors are skilled at spotting ways to improve a situation
or process. The activities in this guide help kids develop solutions to problems
by applying the design process.
• To improve our world: Imagine how different our lives would be without
inventions, such as computers, refrigerators, electricity, plastic, and medicine.
The activities in this guide show how inventions improve things at home,
at school, in the community, and in the world.
• To enjoy the creative process: Invention involves both thinking and doing.
The activities in this guide help kids become involved in the process of thinking
about a problem and then doing something about it. Because they create their
own solutions, kids get excited about the process of inventing.
4
INVENTING
INVENTORS AND ENGINEERS
ARE SIMILAR IN MANY WAYS
Engineering is a process for developing solutions to problems. Inventing is a
process for creating things that didn’t exist before. Inventors sometimes use
engineering to create new solutions, but, as discussed on page 4, many do not.
Both inventors and engineers look for ways to improve things in areas like health,
food, safety, transportation, aerospace, electronics, communication, and the
environment. And when the improvement is something new, it’s an invention.
DISPEL THE STEREOTYPE THAT SURROUNDS
ENGINEERING AND INVENTING
There’s a stereotype that engineering is boring and hard. To fight this stereotype,
tell kids about some of the exciting challenges inventors and engineers take on to
help improve people’s lives, and point out how central invention and engineering
are in our daily lives.
•
•
•
•
•
•
•
•
•
Create more fuel-efficient cars
Design a lighter bike frame
Invent a more powerful superglue
Create satellites that detect droughts around the world
Develop state-of-the-art cell phones
Invent artificial retinas for people who are blind
Develop a feather-light laptop
Design clothing that repels mosquitoes
Create a wheelchair that can go up stairs
FIND OUT MORE
Get activities, profiles
of cool inventors and
engineers, and more.
See page 42 and visit:
Design Squad
pbs.org/designsquad
Discover Engineering
discoverengineering.org/
home.asp
Engineer Your Life
engineeryourlife.org
Howtoons
howtoons.com
InvenTeams
web.mit.edu/inventeams
THE PROCESS OF INVENTION INVOLVES:
• identifying a problem and/or realizing that something can be improved.
• talking to people who might use the invention.
The Lemelson Center
for the Study of Invention
and Innovation
invention.smithsonian.org/
home
• brainstorming creative solutions to a problem, which often involves making
imaginative connections between seemingly unrelated things.
• devising and testing solutions (i.e., experimenting).
• applying science and engineering concepts.
• using tools, materials, and techniques to make workable solutions.
• trying again when things don’t work out. On Design Squad, we say, “Fail fast—
succeed sooner!”
• seeing a project through by being motivated, persistent, and dedicated.
5
INTRODUCING THE *
DESIGN PROCESS
Inventors’ and engineers’ initial ideas rarely solve
a problem. Instead, they try different ideas, learn
from mistakes, and try again. The series of steps
they use to arrive at a solution is called the design
process. As kids work through a challenge, use the
questions below to talk about what they’re doing
and to tie it to specific steps of the design process.
BRAINSTORM
• What are some different ways to tackle today’s
challenge?
The design process is built
into each challenge. As kids
work through a challenge,
they’ll see that the steps of
the design process
encourage them to think
creatively about a problem to
produce a successful result.
• How creative can we be? Off-the-wall
suggestions often spark GREAT ideas!
DESIGN
• Which brainstormed ideas are really possible,
given our time, tools, and materials?
• Can we phrase it as an invention statement,
such as “I will invent an x that does y”?
BUILD
• What are some problems we’ll need to solve as
we build our projects?
• What materials will you need to build
your invention?
TEST, EVALUATE, AND REDESIGN
EXPAND YOUR SKILLS
• Why is it a good idea to keep testing a design?
Learn ways to integrate the
design process into the
projects you do with kids by
doing the free NASA/Design
Squad online training. Find it
at pbs.org/designsquad.
SHARE SOLUTION
The design process is a great
way to tackle almost any task.
In fact, you use it each time
you create something that
didn’t exist before (e.g.,
planning an outing, cooking a
meal, or choosing an outfit).
• What specific goal are you trying to achieve, and how will you know if you’ve
been successful?
• What were the different steps you had to do to get your project to work the
way you wanted?
• What do you think is the best feature of your invention? Why?
• What are some things our inventions have in common?
• If you had more time, how could you improve your invention?
• Look at the group to your left. What’s something you like about their invention
and something that could be improved? (This helps to develop teamwork by
teaching kids how to give constructive criticism.)
* This design process graphic is available as a tear-out poster on page 39.
6
SETTING UP AN
INVENTION CLUB
The club format appeals to kids. They like being part of a group, having fun
together, and having an experience that builds over time. In a club, kids will
practice and model for each other important skills, such as problem solving,
teamwork, critical thinking, and creativity.
All you need to run an invention club is a large room, some tables, some basic
tools, and some low-cost materials. The resources in this guide and on the
Design Squad Web site make it easy to facilitate a club and engage kids in
invention and engineering.
STARTING AN INVENTION CLUB
Recruit club members
• Create a “Coming Soon” bulletin board and post a flier about the club.
• Advertise the club in your organization’s newsletter. Tell families about the
challenges that kids will do and how to sign up their kids.
WHY A CLUB?
An invention club draws kids
who are interested in (or
who might want to check
out) invention and
engineering. It gives them a
defined time to do the
guide’s activities, refine their
designs, and even develop
their own inventions.
• Determine the number of kids you feel comfortable managing (we suggest 8
to 12 per leader). If more sign up, get more leaders, divide the club into two
sessions, or keep a waiting list for the next time you offer the club.
Schedule the dates and arrange a meeting place
• Decide how many weeks your club will meet and the duration of each meeting.
(We recommend at least an hour for five or six sessions.) Then select and
reserve a space that has ample room and tables for materials. A place to store
kids’ work is also helpful.
Give your room an invention club look and feel
• Tear out the posters in this guide and hang them in your clubroom.
• Make a bulletin board and post photos of kids doing the challenges so others
can see what goes on at invention club meetings.
• For more ideas on how to give your room an “invention” look and feel, see page 2.
Partner with inventors and engineers
• Invite inventors and engineers to talk about everyday examples of inventing and
engineering. The guests will serve as role models and can introduce kids to
career options. To find volunteers, contact local universities and colleges with
engineering programs. Also try manufacturing plants and public works and water
departments. In addition, the Design Squad, InvenTeams, and Lemelson Center
Web sites list engineering societies that can recommend potential partners.
(See page 42.)
CONNECT YOUR KIDS
WITH INVENTEAMS
There are InvenTeams at
schools throughout the
country. If one’s nearby,
connect your kids with
what’s going on there. To
find the nearest one, visit
web.mit.edu/inventeams.
• Show video clips of engineers and kid inventors talking about how they became
interested in engineering and inventing and the rewards of being an engineer.
Get the D-Squad ProFiles at pbs.org/designsquad/profiles and InvenTeams
profiles at web.mit.edu/inventeams/about.html.
7
INVENTION RESOURCES
INVENT IT, BUILD IT PARTNERS
INVENTION CONTESTS
• Design Squad
pbs.org/designsquad
Brings engineering to life and engages kids with
episodes, games, 35 hands-on challenges, and
much more.
• The Christopher Columbus Awards
christophercolumbusawards.com/enter.php
Challenges middle school students from around
the country to identify a problem in their
community and create an innovative solution.
• Lemelson-MIT InvenTeams
web.mit.edu/inventeams
Offers a unique invention experience for high
school students through its nationwide grants
initiative, as well as information on invention and
on awards to outstanding inventors offered by
the Lemelson-MIT Program.
• eCYBERMISSION
https://ecybermission.apgea.army.mil
Has kids in grades 6–9 invent science-, math-,
and technology-based solutions to problems in
their community and enter them in a free,
Web-based competition.
INVENTION PROJECTS
• Discover Engineering
discoverengineering.org
Find a host of projects, games, online activities,
and videos about cool things engineers do and
design.
• Howtoons
Howtoons.com
Uses a cartoon format to step kids through 15
fun build-it-yourself projects.
• Inventors/Inventions
edtech.kennesaw.edu/web/inventor.html
Offers lesson plans, activities, and research sites
on invention for kids and educators.
• The NASA SCIence Files
scifiles.larc.nasa.gov/text/kids/D_Lab/acts_
invention.html
Includes invention experiments and simulations.
Also get kids inventing with “The Case of the
Wright Invention,” a video and educator guide
from the 2001–02 SciFiles season.
• U.S. Patent and Trademark Office: Kids’ Pages
uspto.gov/go/kids
Offers an interactive kids’ page with games,
puzzles, and links.
42
• ExploraVision
exploravision.org
Encourages K-12 students to create and explore
current technology and envision its future.
• INVENT AMERICA!
inventamerica.org
Provides K–8 students opportunities to learn
critical and creative thinking skills through the
process of inventing. Also hosts a national
student invention contest.
• National Museum of Education
nmoe.org/competitions.htm
Offers a series of fun invention contests and a
gallery of America’s young inventors.
• Tech Challenge
techchallenge.thetech.org
Inspires kids’ inner innovator by getting teams of
5–12 graders to develop creative solutions to
real-world challenges in familiar settings.
• TOYchallenge
sallyridescience.com/toychallenge
Runs a national contest in which 5–8 graders
create a new toy or game.
ABOUT INVENTION AND INVENTORS
• Inventors and Inventions for K–12 Education
falcon.jmu.edu/~ramseyil/inventors.htm
Lists Web sites about invention and inventors.
• The Lemelson Center for the Study of Invention and Innovation
invention.smithsonian.org/home
Hosts a wide variety of resources to encourage kids’ inventive creativity and to enhance their
appreciation for the role that invention and innovation plays in the history of the United States.
• National Institute of Environmental Health Sciences Kids’ Pages
kids.niehs.nih.gov/quotes/qtinvent.htm
Offers inspirational quotes related to invention.
• PBS’s American Experience: Forgotten Inventors
pbs.org/wgbh/amex/telephone/sfeature/index.html
Presents a diverse set of inventions from the past.
SOURCES FOR MATERIALS
Most of the required materials are easy to find at local stores. Often local merchants will offer
educators discounted prices if you ask. If you are buying small quantities, try:
• craft stores for wooden spools and paper confetti;
• office supply stores for corrugated cardboard;
• grocery stores for aluminum baking tins, straws, and paper cups;
• sporting goods and toy stores for tennis balls and Ping-Pong balls;
• party stores for paper confetti;
• school nurse’s office for crutches. (Also ask kids to bring crutches from home.); and
• hardware or home-supply stores for paint stirrers, bamboo plant stakes, duct tape, and
large garbage bags.
Large quantities of these items are available online*. For example:
Corrugated cardboard
papermart.com
Item #261811
Ping-Pong balls
target.com
Item#10731581
3-foot bamboo stakes
acehardware.com
Item #048307210036
Wooden spools
craftamerica.com
item #SP138-50
uline.com
Item #S-2437
ustoy.com
Item #GS29
aubuchon.com
Item #277616
woodcrafter.com
Item #NS28
* Sources listed are examples of vendors who offer these items. Research the sources that best fit your needs.
43
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